Download assets.json from yitongl/StreamRender-H3: direct link, hf CLI and curl.
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https://huggingface.co/yitongl/StreamRender-H3/resolve/main/assets.json
- Command line
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hf download hf://yitongl/StreamRender-H3/assets.json
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curl -L -o assets.json https://huggingface.co/yitongl/StreamRender-H3/resolve/main/assets.json
9.41 kB
| { | |
| "schema": 1, | |
| "assets": { | |
| "tokenizer": "tokenizer", | |
| "qwen_processor": "qwen_processor", | |
| "qwen_model": "qwen_model", | |
| "qwen_dcp": "qwen_dcp", | |
| "tae": "tae/taeh3_official.pth", | |
| "causal_decoder": "causal_decoder/causal_vit24_step6000.safetensors", | |
| "audio_vae": "audio_vae/model.safetensors", | |
| "reference_image": "reference_image/ref.png", | |
| "prompt": "subject_definitions:\n<Picture 1> is the first-frame anchor of the target video: a photorealistic AAA re-render of the opening frame of <Video 1>, which fixes the starting composition and the look of every subject, including paint, materials, lighting, and color grading.\n<Video 1> is a semantic segmentation video of the same drive and the structural template for the target video: every pixel is painted one flat label color according to its object class, and it supplies the road layout, every car's silhouette, position, and movement, and the chase-camera trajectory frame by frame. Purple is the dry asphalt road; magenta is road edges, meaning the red-and-white kerbs on the corner apexes and the broad white-painted run-off strip at the track edge; green is the mown grass verges and the rolling grassy hills; olive is the few isolated trees on the hills; orange is the steel Armco guard rails and the sponsor boards mounted on them; dark grey is the steel lattice legs of the billboard gantry; cyan is billboards, meaning the red gantry advertising panels, the yellow distance-marker boards, and the black trackside sponsor boards; steel blue is the sky; red is the player's car; blue is every rival car. These colors are class labels only and are not the colors or textures of the target video.\n<Subject 1> is the player's car, a modern touring-car race car seen from directly behind in the lower center of the frame, whose silhouette, position, and motion come from the red region of <Video 1> and whose appearance comes from <Picture 1>: deep metallic navy-blue paint, bright green lower skirts and rear bumper corners with a thin yellow pinstripe sweeping up each rear flank, a low black rear wing on two slim uprights, the yellow wordmark \"NORVANE\" at the top of the boot lid, the yellow script \"Velocity Systems\" across the rear panel, a white plaque reading \"KESTREL\" in red serif letters, an orange-red italic race number \"37\" on the lower right, twin round LED tail lights on each side, a carbon-fibre rear diffuser with vertical strakes, a single exhaust tip, a red tow hook, a roof antenna, and a roll cage and helmeted driver visible through the rear window.\n<Subject 2> is the field of rival cars, whose silhouettes, positions, and motion come from the blue regions of <Video 1> and whose appearance comes from <Picture 1>: a low mid-engine GT race car with a lime-yellow upper body, sky-blue lower body, tall-stalk rear wing, and quad exhaust tips; a light sky-blue touring sedan with a broad orange center stripe over roof and boot and the number \"14\"; and a small white race car with blue livery accents far ahead.\n<Subject 3> is the track and its surroundings, whose layout comes from <Video 1> and whose look comes from <Picture 1>: dry dark-grey asphalt with visible aggregate, a darker rubbered racing line, and crisp white edge lines; a red-and-white rumble kerb on the inside of a right-hand bend; galvanized triple-rail Armco guard rails carrying sponsor boards reading \"HALDEN\", \"ORBIS TYRES\", and \"SKYLARK\"; a steel lattice gantry with two red panels reading \"AURELIS\"; lush mown grass verges and rolling green hills with a lone tree; and a yellow \"100\" distance board on the left verge.\n\nsummary:\n[keyframe completion + reference generation] The target video is a photorealistic Forza Horizon-style chase-camera drive on a dry asphalt road circuit winding through rolling green grassy hills under a clear midday sky. It begins exactly from <Picture 1>, which fixes the look of <Subject 1>, <Subject 2>, and <Subject 3>, while <Video 1> supplies the road layout, every car's silhouette and movement, and the camera path as <Subject 1> runs the general course of this drive: sweeping through right-hand bends and S-bends over red-and-white kerbs, passing Armco lined with sponsor boards, yellow distance boards, and the red \"AURELIS\" gantry, and trading places with rival cars that pull away ahead or drop back beside it.\n\nretention_analysis:\n<Picture 1> ([Shot 1] first frame): fully_preserved - the video starts exactly on this frame with the same composition, car liveries, midday light, and grading.\n<Video 1> (road layout, car motion, and camera trajectory): fully_preserved - the course, every car's silhouette and movement, every overtake, and the chase-camera sway follow it frame by frame, while its flat label colors are replaced by photoreal materials.\n<Subject 1> (appears in [Shot 1]): fully_preserved - navy-and-green touring car with rear wing, number 37, and invented sponsor livery retained wherever it is seen.\n<Subject 2> (appears in [Shot 1]): fully_preserved - every rival keeps its colors and livery whenever it is visible and moves as the blue regions of <Video 1> dictate, including as small shapes in the distance.\n<Subject 3> (appears in [Shot 1]): fully_preserved - dry asphalt, red-and-white kerbs, Armco with sponsor boards, gantry, distance boards, grass verges, and hills keep the look of <Picture 1>.\n\ndetailed_description:\nThe target video is a photorealistic AAA racing-game render in the style of Forza Horizon, captured at maximum settings with path-traced lighting, ray-traced reflections, and dense photogrammetry-grade detail on every surface. The light is a clear midday sun standing high overhead and slightly to the right, casting short, crisp, dark shadows directly beneath the cars and the guard rails, under a deep blue sky with thin high cirrus wisps, with saturated colors, deep contrast, high dynamic range, faint sunlit haze over the distant hills, and clean cinematic grading; the asphalt is completely dry. Only slight speed blur on the road surface is allowed, while cars, barriers, signs, and scenery stay perfectly sharp. There is no HUD, speedometer, minimap, lap or position counter, timer, watermark, caption, or overlay text, and no flat-colored or segmentation-map look.\n[Shot 1] The camera is one continuous chase-camera tracking shot from behind and slightly above <Subject 1> that follows the exact path and sway of <Video 1>, with no zoom, no pan, and no reframing, and there are no cuts. The shot begins from <Picture 1>: <Subject 1> sits in the lower center of the frame, its deep navy paint glinting under the high sun, its short shadow pooled directly beneath the green skirts and carbon diffuser. Just ahead in the center, the sky-blue sedan of <Subject 2> with its orange center stripe and number \"14\" leads by a few car lengths; on the left half of the road the lime-yellow and sky-blue GT runs slightly further ahead beside the Armco carrying \"HALDEN\", \"ORBIS TYRES\", and \"SKYLARK\" boards; far ahead on the right the small white car turns in past the red-and-white kerb of <Subject 3> under the red \"AURELIS\" gantry. Throughout the drive, every car's position and movement, the course of the road, and the camera's path and sway follow <Video 1> exactly. The dry asphalt road of <Subject 3> winds between galvanized Armco rails through right-hand bends, left-right S-bends, and long right-hand sweepers, with red-and-white kerbs on the apexes, a broad white-painted run-off strip along the edge in places, yellow distance boards such as \"100\" and \"50\" on the verge, black sponsor boards on the barriers, the red \"AURELIS\" gantry passing overhead, and lone trees or small groups of trees on the rolling green hills. The rivals of <Subject 2> sometimes run just ahead, sometimes pull away and shrink into small shapes far down the road, and sometimes draw level and drop back past the edge of the frame; other rivals can come up from behind, draw alongside, and cut in just ahead, leaving <Subject 1> at times running alone on an empty track. <Subject 1> sweeps smoothly through the bends, drifts slightly across the lane and settles back toward center, and rides over the kerbs on the apexes. The paint, liveries, dry surface, and midday light stay exactly as <Picture 1> shows them. Engine notes climb through upshifts and swell as rivals pass close, and tires rumble over the kerbs; no speech is heard, and no text other than the existing sponsor boards, gantry panels, distance boards, and car liveries appears on screen.\n\noverall_soundscape:\nA high-revving racing engine roars continuously from <Subject 1>, rising and falling with sharp upshifts and downshifts, crackles and pops on the overrun, and the whine of a straight-cut gearbox, while the engines of the rival cars add passing growls that swell as they come close and fade as they drop away. Tires hum and scrub on the dry asphalt, rattle over the kerbs, and squeal lightly through the bends, and wind rushes steadily over the bodywork. The open countryside around the circuit adds a faint breeze over the grass, distant birdsong, and the far-off murmur of other engines echoing across the hills; there is no speech or dialogue anywhere.\n\nnon_diegetic_music:\nN/A", | |
| "native_vae": "native_vae/model.safetensors", | |
| "backbone": "backbone/1008b_step224_backbone_ema_merged.safetensors" | |
| } | |
| } | |